Oath of Self Indulgence (5e Subclass)
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Oath of Pride[edit]
The Oath of Pride is a Sacred Oath that can be taken by Paladins at level 3.
The Oath of Pride wreathes its power in pursuit of ones personal desires and wants. So inwardly focused is the Paladin's view upon the world that even their very powers have twisted in order to better serve themselves. A Paladin of Pride answers not to another soul. At first glance, many may believe that to venture with such an arrogant soul would be hazardous and difficult - but quite often they will find that there is no greater force against ones enemies, and no greater ally - than the Paladin who has decided to indulge in both their defeat, and your companionship.
Tenants[edit]
Though each Pride is on their own quest of desire, many end up with the same basic tenants. These tenants are more than an oath forced upon the characters, they are the fundamental building blocks to how these paladins understand the world and function within it. It's not just a rule, it's truth. Your truth.
- Indulge. If there is something you want, and it is within your means to take - take it.
- Independence. You must be the only source for your strength, to rely on another, is to have your desires tamed and collared.
- Experience. Experience all joyous things as much as you can, for they are yours to have.
- Freedom. Shatter the chains and bones of any who would seek to bar you from your desires.
- Oath of Pride Spells
Paladin Level | Spells |
---|---|
3rd | armor of agathys, hellish rebuke |
5th | enlarge/reduce, enhance ability |
9th | antagonize, spirit guardians |
13th | freedom of movement, fire shield |
17th | geas, steel wind strike |
Channel Divinity[edit]
When you take this Oath at 3rd level, you gain the following two options as Channel Divinity options.
- Fires of Arrogance. As a Bonus Action, you can manifest your self-centered nature as a wreathe of spiritual fire that protects your body from attacks and burns your enemies. You gain a ward with hit points equal to 2d6 + Your Paladin Level. Whenever you would be hit, the ward is hit instead. If the hit's damage was from a melee attack, the target takes Radiant (If you are good or neutral) or Necrotic (If you are evil) damage equal to the amount of temporary hit points the wreathe was created with. If the ward would take damage exceeding its current amount of temporary hit points, that damage carries over to you, and the effects of that hit would effect you.
- Ego Undeath. When you are reduced to 0 HP, you can activate this Channel Divinity to expend 5 or more points from your Lay on Hands, to instead be reduced to an HP equal to the amount expended.
Pride and Prejudice[edit]
At 7th level. You gain a bonus to Melee Weapon Attack damage equal to your Charisma Modifier. On the first attack you make on each of your turns, you can transfer some or all of this bonus to reduce damage taken by a number equal to that amount. The adjusted bonuses remain in effect until the start of their next turn.
Perfected Body[edit]
It is not enough to be strong, one must cleanse flaws in every which way you find them. Your very inner strength can alter and empower your body at any time you wish, as you are a master of yourself. At 15th level, choose two of the following effects to gain upon completion of a long rest, lasting until you choose another option.
- Gain Resistance to Two Damage types of your choice, except for Slashing,Piercing or Bludgeoning.
- Gain Proficiency in a Saving throw of your choice.
- Gain Truesight, Blindsense, and Tremorsense up to 10'
- Choose three skills you have proficiency in, you now have expertise in those skills.
- Increase your size category by one. Your reach increases by 5 feet while enlarged in this way. You can as an action revert to your original size or return to your enlarged size.
Achieved Glory[edit]
At 20th level, as an action, you can embody pride itself. For one minute, you gain the following benefits.
- Whenever you make an attack roll, ability check or saving throw, you can roll a 1d4 and add the number to the roll.
- Whenever a creature within 15 feet of you makes an attack roll, ability check or saving throw, they must subtract a 1d4 from the roll.
- You are immune to any effect that would unwillingly alter your emotions or your thoughts, knock you prone, or move you against your will. You can activate this feature even when you are subjected to any of these effects that otherwise would disable you from using your action as you intend.
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